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- made sector parameter of updatesectorz an int and deprecated the short version.
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11 changed files with 34 additions and 25 deletions
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@ -411,7 +411,15 @@ inline void updatesector(int32_t const x, int32_t const y, int16_t * const sectn
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updatesector(x, y, &snum);
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*sectnum = snum;
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}
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void updatesectorz(int32_t const x, int32_t const y, int32_t const z, int16_t * const sectnum) ATTRIBUTE((nonnull(4)));
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void updatesectorz(int32_t const x, int32_t const y, int32_t const z, int * const sectnum) ATTRIBUTE((nonnull(4)));
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[[deprecated]]
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inline void updatesectorz(int32_t const x, int32_t const y, int32_t const z, int16_t* const sectnum)
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{
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int snum = *sectnum;
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updatesectorz(x, y, z, &snum);
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*sectnum = snum;
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}
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void updatesectorneighbor(int32_t const x, int32_t const y, int16_t * const sectnum, int32_t initialMaxDistance = INITIALUPDATESECTORDIST, int32_t maxDistance = MAXUPDATESECTORDIST) ATTRIBUTE((nonnull(3)));
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void updatesectorneighborz(int32_t const x, int32_t const y, int32_t const z, int16_t * const sectnum, int32_t initialMaxDistance = INITIALUPDATESECTORDIST, int32_t maxDistance = MAXUPDATESECTORDIST) ATTRIBUTE((nonnull(4)));
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@ -895,7 +895,7 @@ int32_t setsprite(int16_t spritenum, const vec3_t *newpos)
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int32_t setspritez(int16_t spritenum, const vec3_t *newpos)
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{
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int16_t tempsectnum = sprite[spritenum].sectnum;
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int tempsectnum = sprite[spritenum].sectnum;
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if ((void const *)newpos != (void *)&sprite[spritenum])
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sprite[spritenum].pos = *newpos;
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@ -1377,7 +1377,7 @@ void updatesector(int32_t const x, int32_t const y, int * const sectnum)
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// as starting sector and the 'initial' z check is skipped
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// (not initial anymore because it follows the sector updating due to TROR)
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void updatesectorz(int32_t const x, int32_t const y, int32_t const z, int16_t * const sectnum)
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void updatesectorz(int32_t const x, int32_t const y, int32_t const z, int* const sectnum)
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{
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if (enginecompatibility_mode != ENGINECOMPATIBILITY_NONE)
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{
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@ -33,7 +33,7 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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int cameradist, cameraclock;
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bool calcChaseCamPos(int* px, int* py, int* pz, spritetype* pspr, short *psectnum, binangle ang, fixedhoriz horiz, double const smoothratio)
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bool calcChaseCamPos(int* px, int* py, int* pz, spritetype* pspr, int *psectnum, binangle ang, fixedhoriz horiz, double const smoothratio)
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{
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hitdata_t hitinfo;
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binangle daang;
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@ -8,7 +8,8 @@ extern int cameradist, cameraclock;
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void loaddefinitionsfile(const char* fn, bool cumulative = false, bool maingrp = false);
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bool calcChaseCamPos(int* px, int* py, int* pz, spritetype* pspr, short *psectnum, binangle ang, fixedhoriz horiz, double const smoothratio);
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bool calcChaseCamPos(int* px, int* py, int* pz, spritetype* pspr, int *psectnum, binangle ang, fixedhoriz horiz, double const smoothratio);
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void PlanesAtPoint(const sectortype* sec, int dax, int day, float* ceilz, float* florz);
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inline void PlanesAtPoint(const sectortype* sec, float dax, float day, float* ceilz, float* florz) // this is just for warning evasion.
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{
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@ -474,7 +474,7 @@ void SetupView(int &cX, int& cY, int& cZ, binangle& cA, fixedhoriz& cH, int& nSe
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}
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else
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{
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calcChaseCamPos((int*)&cX, (int*)&cY, (int*)&cZ, gView->pSprite, (short*)&nSectnum, cA, cH, gInterpolate);
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calcChaseCamPos((int*)&cX, (int*)&cY, (int*)&cZ, gView->pSprite, &nSectnum, cA, cH, gInterpolate);
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}
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CheckLink((int*)&cX, (int*)&cY, (int*)&cZ, &nSectnum);
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}
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@ -256,7 +256,7 @@ static int getdrugmode(player_struct *p, int oyrepeat)
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void displayrooms(int snum, double smoothratio)
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{
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int cposx, cposy, cposz, fz, cz;
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short sect;
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int sect;
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binangle cang, rotscrnang;
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fixedhoriz choriz;
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struct player_struct* p;
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@ -203,7 +203,7 @@ void DrawView(double smoothRatio, bool sceneonly)
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int playerX;
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int playerY;
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int playerZ;
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short nSector;
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int nSector;
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binangle nAngle, rotscrnang;
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fixedhoriz pan;
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@ -914,7 +914,7 @@ post_analyzesprites(spritetype* tsprite, int& spritesortcnt)
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#endif
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void
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CircleCamera(int *nx, int *ny, int *nz, short *vsect, binangle *nang, fixed_t q16horiz)
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CircleCamera(int *nx, int *ny, int *nz, int *vsect, binangle *nang, fixed_t q16horiz)
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{
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vec3_t n = { *nx, *ny, *nz };
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SPRITEp sp;
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@ -1091,7 +1091,7 @@ void DrawCrosshair(PLAYERp pp)
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}
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}
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void CameraView(PLAYERp pp, int *tx, int *ty, int *tz, short *tsectnum, binangle *tang, fixedhoriz *thoriz)
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void CameraView(PLAYERp pp, int *tx, int *ty, int *tz, int *tsectnum, binangle *tang, fixedhoriz *thoriz)
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{
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int i;
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binangle ang;
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@ -1268,7 +1268,7 @@ int CopySprite(spritetype const * tsp, short newsector)
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int ConnectCopySprite(spritetype const * tsp)
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{
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short newsector;
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int newsector;
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int testz;
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if (FAF_ConnectCeiling(tsp->sectnum))
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@ -1460,7 +1460,7 @@ drawscreen(PLAYERp pp, double smoothratio)
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int tx, ty, tz;
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binangle tang, trotscrnang;
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fixedhoriz thoriz;
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short tsectnum;
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int tsectnum;
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short i,j;
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int bob_amt = 0;
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int quake_z, quake_x, quake_y;
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@ -1515,7 +1515,7 @@ drawscreen(PLAYERp pp, double smoothratio)
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}
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tsectnum = camerapp->cursectnum;
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COVERupdatesector(tx, ty, &tsectnum);
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updatesector(tx, ty, &tsectnum);
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if (tsectnum >= 0)
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{
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@ -2263,7 +2263,7 @@ DoPlayerMove(PLAYERp pp)
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void
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DoPlayerSectorUpdatePreMove(PLAYERp pp)
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{
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short sectnum = pp->cursectnum;
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int sectnum = pp->cursectnum;
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if (sectnum < 0)
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return;
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@ -2274,7 +2274,7 @@ DoPlayerSectorUpdatePreMove(PLAYERp pp)
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if (sectnum < 0)
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{
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sectnum = pp->cursectnum;
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COVERupdatesector(pp->posx, pp->posy, §num);
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updatesector(pp->posx, pp->posy, §num);
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}
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ASSERT(sectnum >= 0);
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}
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@ -2284,7 +2284,7 @@ DoPlayerSectorUpdatePreMove(PLAYERp pp)
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if (sectnum < 0)
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{
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sectnum = pp->cursectnum;
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COVERupdatesector(pp->posx, pp->posy, §num);
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updatesector(pp->posx, pp->posy, §num);
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}
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ASSERT(sectnum >= 0);
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}
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@ -3189,7 +3189,7 @@ void StackedWaterSplash(PLAYERp pp)
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{
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if (FAF_ConnectArea(pp->cursectnum))
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{
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short sectnum = pp->cursectnum;
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int sectnum = pp->cursectnum;
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updatesectorz(pp->posx, pp->posy, SPRITEp_BOS(pp->SpriteP), §num);
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@ -4097,7 +4097,7 @@ PlayerCanDiveNoWarp(PLAYERp pp)
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{
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if (FAF_ConnectArea(pp->cursectnum))
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{
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short sectnum = pp->cursectnum;
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int sectnum = pp->cursectnum;
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updatesectorz(pp->posx, pp->posy, SPRITEp_BOS(pp->SpriteP), §num);
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@ -4730,7 +4730,7 @@ DoPlayerDive(PLAYERp pp)
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{
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if (pp->posz < sector[pp->cursectnum].ceilingz + Z(10))
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{
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short sectnum = pp->cursectnum;
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int sectnum = pp->cursectnum;
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// check for sector above to see if it is an underwater sector also
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updatesectorz(pp->posx, pp->posy, sector[pp->cursectnum].ceilingz - Z(8), §num);
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@ -154,7 +154,7 @@ FAFhitscan(int32_t x, int32_t y, int32_t z, int16_t sectnum,
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{
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vec3_t firstpos = { x, y, z };
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int loz, hiz;
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short newsectnum = sectnum;
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int newsectnum = sectnum;
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int startclipmask = 0;
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bool plax_found = false;
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@ -532,7 +532,7 @@ void FAFgetzrange(vec3_t pos, int16_t sectnum,
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if (FAF_ConnectCeiling(sectnum))
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{
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short uppersect = sectnum;
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int uppersect = sectnum;
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int newz = *hiz - Z(2);
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switch (TEST(*ceilhit, HIT_MASK))
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@ -552,7 +552,7 @@ void FAFgetzrange(vec3_t pos, int16_t sectnum,
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else if (FAF_ConnectFloor(sectnum) && !TEST(sector[sectnum].floorstat, FLOOR_STAT_FAF_BLOCK_HITSCAN))
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//if (FAF_ConnectFloor(sectnum))
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{
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short lowersect = sectnum;
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int lowersect = sectnum;
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int newz = *loz + Z(2);
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switch (TEST(*florhit, HIT_MASK))
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@ -606,7 +606,7 @@ void FAFgetzrangepoint(int32_t x, int32_t y, int32_t z, int16_t sectnum,
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if (FAF_ConnectCeiling(sectnum))
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{
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short uppersect = sectnum;
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int uppersect = sectnum;
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int newz = *hiz - Z(2);
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switch (TEST(*ceilhit, HIT_MASK))
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{
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@ -622,7 +622,7 @@ void FAFgetzrangepoint(int32_t x, int32_t y, int32_t z, int16_t sectnum,
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else if (FAF_ConnectFloor(sectnum) && !TEST(sector[sectnum].floorstat, FLOOR_STAT_FAF_BLOCK_HITSCAN))
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//if (FAF_ConnectFloor(sectnum))
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{
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short lowersect = sectnum;
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int lowersect = sectnum;
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int newz = *loz + Z(2);
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switch (TEST(*florhit, HIT_MASK))
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{
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@ -12210,7 +12210,7 @@ DoBloodWorm(DSWActor* actor)
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int xvect,yvect;
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int bx,by;
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int amt;
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short sectnum;
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int sectnum;
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u = User[Weapon].Data();
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